Well, first you take a great illustrator, like Christophe, Gobelins graduate who worked for years as a storyboarder and animator, and who has countless movies and cartoons under his belt, who now gets his kicks creating all sorts of characters and creatures for our games…
Then you take a nice talented animator, like Anthony, who just got out of the LISAA art school in Paris, and, under Christophe’s close supervision, you have Anthony take the critter, cut it up into pieces, add a bone to each element, compose the skeleton in just a few clicks, and finally bring it to life by animating it… It’s that simple.
The idea behind our animation system is to be able to animate any kind of image. The image may be a 3D rendering, an India ink drawing, a modelling clay background, an image drawn on a graphics tablet or a scanned image, and so on. In fact, any visual source can be used. We put the focus on freedom and simplicity, to make it easy to start a project and add content without much hassle.
Once the drawing is ready, an in-house tool lets us add the skeleton and determines which part of the drawing will move and how. Then all the animator has to do is design the animation poses, and the tool takes care of the image deformation.
If you’re into the technical stuff, we use 2D patches to contort sections of the image with a level of complexity that can adapt to the potential needs of the final rendering and the target machine. This technique adapts remarkably well to this type of animation and gives excellent performances in a real-time context.
Much more info to come!
The UBIart team
In this video : Christophe Villez, Anthony Le Du
Music : Christophe Héral
Produced by : Céline Tellier





